Hello Bimbachi,
So in order for the Texture Streaming PoolSize to be saved in a packaged build, you need to modify your project’s DefaultEngine.ini.
I also took a look at the error message you are getting and it seems to either be an issue with Nvidia Ansel allocating memory when trying to use the plugin, and or the render targets running out of memory and causing the crash to occur.
LogD3D11RHI:Error: Direct3DDeviceCreateTexture2D(TextureDesc,SubResourceData,OutTexture2D) failed at D:\Build++UE4+Release4.15+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Texture.cpp:441 with error E_INVALIDARG,Size=1x1x1 Format=DXGI_FORMAT_BC5_UNORM(0x00000053), NumMips=1, Flags=D3D11_BIND_SHADER_RESOURCE
This crash is associated with one of our top crashes UE-42280. We rolled out the 4.15.2 with Nvidia aftermath so we can gather more context based on these crashes. Could you also provide me with your ‘dxdiag’?
Cheers,